'Raging' Barbarians?

kuldiin

Warlord
Joined
Jul 14, 2003
Messages
133
I've played a few times with raging barbarians on, and maybe its just me, but they don't seem to be very 'raging', just the odd camp or unit here and there.

Maybe we could get a raging 'raging barbarian' setting? :)
 
My brother and I played a huge map on epic with raging barbarians and they were out of control.
 
I've played a few times with raging barbarians on, and maybe its just me, but they don't seem to be very 'raging', just the odd camp or unit here and there.

Maybe we could get a raging 'raging barbarian' setting? :)

"Raging Barbarians" seems just to alter the rate of generation. Except for that they are just the same lame, sitting ducks as the "standard barbarians".

So, this feature fits very well in the whole picture: half-done.
 
It would be more interesting if when a barb pops - it was a unit equal to the strongest unit buildable by the nearest civ - or worse... Of the most advanced civ

Raging hordes of giant death robots have appeared outside Tokyo!
 
It would be more interesting if when a barb pops - it was a unit equal to the strongest unit buildable by the nearest civ - or worse... Of the most advanced civ

Raging hordes of giant death robots have appeared outside Tokyo!

This would make for an awesome feature, and could probably be done as a small mod.
nice idea! Barbarian Death Robots... that's just horrific. lol
 
I've played a few times with raging barbarians on, and maybe its just me, but they don't seem to be very 'raging', just the odd camp or unit here and there.

Maybe we could get a raging 'raging barbarian' setting? :)

Turn up the volume and zoom in.

You'll notice that the audio switches to play Rage against the Machine and Twisted Sister when Raging Barbarians attack.

Further, if you look closely some of the Barbarian brutes are carrying ghetto blasters and flashing gang signs relative to whatever cardinal direction of the map they spawned in.

WHASSUP NORTH SIDE ARE YOU READY TO ROCK
 
"Raging Barbarians" seems just to alter the rate of generation. Except for that they are just the same lame, sitting ducks as the "standard barbarians".

So, this feature fits very well in the whole picture: half-done.

I think this is right -

I always play raging barbs -- but I don't think it accelerates encampments/encampment spawning, I think it just ups the rate at which encampments produce units.

In a way, I think this is good -- I originally went "raging" with the expectation of "more camps = more gold"... but instead, I just got more barbs = more XP.... plus not a few pillaged tiles.

Just like in IV, though -- the AI seems to struggle...

I cannot tell you how many times I've liberated workers from barb camps WITH SCOUTS that are literally 4 tiles away from the AI... and the barb camp either has NO defenders or a seriously hurt defender. In some instances - I've even seen an AI unit closer to the camp and expected it, not me, to do the liberating... but for some reason, it doesn't. Maybe it's just trying to use the "let's use a barb camp as free storage for a worker I don't need at present" gambit...

The AI seems to treat barbs as annoyance rather than an opportunity -- or at least -- as something to eliminate as soon as feasible.
 
Turn up the volume and zoom in.

You'll notice that the audio switches to play Rage against the Machine and Twisted Sister when Raging Barbarians attack.

Further, if you look closely some of the Barbarian brutes are carrying ghetto blasters and flashing gang signs relative to whatever cardinal direction of the map they spawned in.

WHASSUP NORTH SIDE ARE YOU READY TO ROCK

This... coupled with the 'highest-tech-available' barbarians (from above), would make for a stellar mod - definitely worth some laughs.
 
It would be more interesting if when a barb pops - it was a unit equal to the strongest unit buildable by the nearest civ - or worse... Of the most advanced civ

Raging hordes of giant death robots have appeared outside Tokyo!
How is barb tech level determined anyway? I'm pretty sure I've seen barb destroyers late game on island maps sometimes (maybe riflemen too).
 
I never noticed much of a difference with raging barbarians on. Quite a shame, I think serious barbarian threats should be a kind of theme for the ancient/classical eras.

Of course, the way things are now, that would just result in xp overloads even earlier in the game.:sad:
 
I never noticed much of a difference with raging barbarians on. Quite a shame, I think serious barbarian threats should be a kind of theme for the ancient/classical eras.

Of course, the way things are now, that would just result in xp overloads even earlier in the game.:sad:

Well, they're still capped at 2 promotions, just like IV. I sometimes kept barbarian cities around as training camps in IV.
 
I play with raging, which makes them approximately as dangerous as they were in standard settings BTS (maybe a little bit less so still). They can be a bit hard to stop if the camps spawn in difficult terrain since a new dude pops out every 5-10 turns or so.
 
I played a Europe map without barbarians and it was a mess. They actually control the expansion of the nations. Without them in turn 100+ every nation beside me had around 5-6 cities, on King difficulty it was a mess. Also 3 of the decided to war me. Yay!
 
I decidede to play with raging barbs one my 3d game and never looked back after that.They may be a nuisance but they do control the city-spam rate of the civs.Not to mention that they are free influence to citystates.
 
Barbarian Death Robots... that's just horrific. lol
Another late-game camp I found. I wonder how high-tech they can actually get.

Although they'd probably just sit at home polishing the GDR's paintwork anyway...
 

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I only have seen it once that a barb left his encampment unprotected, which can be a good (evil) strategy, but it was an archer walking to my city instead of attacking my unit 2 tiles away. Barbs needs to be smarter, of at least able to heal with raging barbarians.
 
havnt tried raging barbs. but i have seen a barb camp with 4 other barb units were around a barb camp. this was in a mountainous area where probably the AI couldn't move units out and gave me a oh sh... moment.
 
I've seen Paratroopers and Destroyers as the highest Barbarian units.

Really, the real problem becomes on an archipelago or small continents map, late game, your invasion forces are really, really hindered by the hordes of barbarian triremes and galleys that will gobble up your embarked units, and have built up over the course of 1000s of years. And worse is the destroyers, because with 9 moves, they will gobble up an embarked unit and then vanish.

I really, really wish carriers could carry ground troops too or something.

Or I could set Destroyers to just escort Embarked Units.

Or I could set ships to patrol and engage enemies automatically.

Having to have ships comb the sea endlessly is very tedious.
 
I think after some era barbarian encampments should become barbarian cities like in Civ4.

It's always funny to see an encampment made out of wood and having bonfire in middle, in 2000AD.
In addition, on later eras there sits barbarian rifleman! And there's destroyer shipping along the coastline! What the...?

They have the tech to work metal 'n' stuff, but, instead building a city they choose to live in an encampment!? :confused: :eek:
 
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